COMPUTER MODULE OWNER’S GUIDE
Illustrations: © Matte! Eectrones, Inc 1983. Hawthorne, CA 90250.
IN HONG KONG. All Rights Reserved.
4487-6002
TABLE OF CONTEN
Introduction
wl APPENDIX A
Dictionary of
CHAPTER 4 Basic Terms
Setting Up Al
Your System APPENDIX B
oe Saving & Loading
Programs
CHAPTER 2 aD)
The Main Menu
5 APPENDIX C
Memory, Errors
& Glossary
CHAPTER 3 +83
Keyboard Controls
wih? APPENDIX D
Maintenance
CHAPTER 4 ol
Writing Programs
ae) Warranty
93
CHAPTER 5
Color, Motion
& Sound
+35
———
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| ear Owne:
You have just made a purchase that will turn
your Intellivision® or Intellivision® I Master
Component into a Family Entertainment Computer
System! ‘“‘What’s a Family Entertainment Computer
System?”’ you ask. Quite simply, it’s a whole new
world of fun, music, learning and computer power.
You can still play great Intellivision games on your
Family Entertainment Computer System — old
favorites as well as new Super Games. But now
you can do more. You can run children’s learning
cartridges, music cartridges and special computer
software cartridges — all designed to let you
interact with your Intellivision® in brand new
ways. (For example, you can use BASIC pro-
gramming commands to change the game play in
computer software cartridges (sold separately).
You can play your Intellivision® Music Synthesizer
(sold separately) when it is plugged into your
Computer Adaptor. In fact, you can play musical
2 |
notes right on your Computer Keyboard, instead of
typing characters...just as a little plus!
You can even create your own computer programs,
using the simplified Intellivision BASIC language
that’s built right into your Computer Adaptor. You
can write programs that will help you with your
home or business management, Or, on the lighter
side, you can create programs for your own video
games! Intellivision BASIC offers you special
graphic tools that let you extract moving objects
(tanks, robots, baseball players, airplanes, that
sort of thing) from Intellivision cartridges you
already own...then use them to make up your own
games.
Intellivision BASIC is not a difficult language to
learn. It takes a little attention and a little time on
your part, to get familiar with some new concepts.
After that, the key is practice. As with any
language, BASIC is sometimes easier for children to
learn than it is for adults, so don’t be afraid to
introduce the kids to the Computer Module.
Children under 12 may need a little extra
assistance from you — the written instructions are
geared for bigger people. But overall, the only
problem you may have with the kids and the
computer is prying the two apart.
If you are completely new to BASIC programming,
you will want to send for your free copy of the
book, Step-By-Step Guide To Home Computing. Just
indicate on your purchase registration card that
you want this book, by checking the appropriate
box. Then send in your purchase registration card.
Don’t forget your name and address, and allow 6
to 8 weeks for delivery.
The Step-By-Step Guide To Home Computing book
will introduce you to the most fundamental
concepts of computer programming and show you
exactly how to use them to build your own
INTRO
computer programs.
In the Owner's Guide that you are reading now,
you will find hook-up instructions, information on
the keyboard controls and how they work, a quick
preview of computer programming for beginners
(including a program you can enter and run), a
detailed look at how you can use the special
graphics and sound tools, and a slightly technical
description of all the commands and ‘‘keywords”
that are used in Intellivision BASIC. This descrip-
tion is primarily for people who are already
familiar with the BASIC language, and want to
know specifics about Intellivision BASIC. Once you
become familiar with programming, you will also
find it a quick and helpful reference.
When all is'said and done, the key to using your
Intellivision Computer Module lies in remembering
that it is just a machine. In the end, like any
machine, it can only do what YOU make it do.
OUR COMPUT
HINGED COVER
CARTRIDGE PORT
a (NOT SHOWN)
BALANCE CONTROL,
TO BALANSE THE SOUND FFOM
THE MASTER COMPONENT &
COMFUTER MODULE:
JACKS
FOR HOOK-UP OF AUDIO.
CASSETTE TAPE RECORDER*
CONNECTING JACKS
FOR GOMPUTER KEYBOARD,
i
NUSIC SYNTHESIZER’ OR TWO. POWER JACK AUX JACK
MI , ADDITICNAL HAND FOR TRANSFORMER — FOF HOOK-UP *SOLD
COMPUTER / f CONTROLLERS* FOWER CABLE OF PRINTER* SEPARATELY.
CONNECTING CABLE
(PLUGS INTO FRONT OF
COMPUTER ADAPTOR)
>902299882828089808828
Setting up your Irtellivision® Comouter Module is as easy as
pushing in a few plugs. We'll be doing this step-by-step.
You mey not yet own all the accessories we will cover in
this hock-up instruction, If that’s the case, just skip ove the
steps that don’t apply to your sys‘em.
SET-UP WITH INTELLIVISION®
After renoving your Compute’ Module from its package,
place it on a flat, sturdy surface, big enough to hold both
your Intallivision® or Intellivision® || Master Component and
the Computer Module (Keyboarc anc Adaptor). This sur-
face should also include enough additional space tor
other accessories (cassette, printer, etc.) that you hove or
plan ori having. If you have additional accessories, you
may want to purchase a grounded rrultiple outlet power
strip, to avoid running extension cords to different wall
outlets.
MAKE SURE EVERYTHING IS UNPLUGGED AND SHUT OFF
BEFORE YOU START.
Plug your Computer Acapter into the cartriage port on the
right side of the Master Component (where you would nor-
mally insert a game cartridge), Fush the Adaptor in as far
as it will go, so the connection is secure,
MASTER
COMPONENT
The port on the right side of the Computer Adaptor is where
you plug in game cartridges or your Voice Synthesis
Module.
+e CHAPTER 4
r
2 On top of the Computer Adaptor, toward the front, is a the pin-plug at one end of the transformer's power cord in-
= hinged cover. Lift this cover and you will see two cornec- fo this jack, NOTE: Use the transformer marked “For use with
ze tors. Intellivision Computer Adapter only”’
]
8
]
-)
® These connectors allow you to plug your Computer The transformer car always stay plugged into a standard
Keyboard, Music Synthesizer OR two additional cisc or 440/120 volt AC wall outlet — but don’t plug it in yet. Start
@ Joystick hand controllers nto the Computer Adaptor, For everything up in the following order:
2 now, ‘ind the connecting cable on your Computer
~ Keyboard and plug It securely into the connectors on the 1. If you are using an audio cassette recorder or printer
4 Computer Adaptor, with your Computer Module, plug these into a standard
2 wall outer. (Hoox-up to the Computer Adaptor is described
2 Now, let's cornect the TRANSFORMER, which suoplies power on page 11.)
m) to your Corrputer Module. Look on the back cane! of the
" Computer Adaptor, where all the otner jacks are located. 2. Plug the transformer for the Computer Adapter into a
ad The first jack on the left-hand side Is labelled POWER. Inser’ —_ wall outlet.
1)
3. Turn on your telev sion set
4, Plug your Master Component transformer into a wall out-
let Turn the OFF/ON switch to ON and press the RESET but-
ton. You will see a title screen with “ECS” and copyright
information.
§, Press the DISC on either HAND CONTROLLER. The screen
will show c “menu” of three ways you can use your Com-
puter Module. We'll talk about this menu in a little bit.
VOLUME BALANCE
Insice the hinged cover of your Computer Adaptor, toward
the tight side, is a BALANCE CONTROL knob, This is used to
balance the SOUND ccming from the Master Component
and the Computer Module. To do this:
4. When you see the MENU on ycur TV screen, choose
BASIC by pressing key [ 1] ther [ENTER] on c HAND CON-
TROLLER,
2. You will see a blank screen with a square in the upper
left corner. Now type in the fcllowing program, exactly as it
appears be ow, including spaces. Press the [RIN ] key ofter
each line that you type. If you make a mistake, fip aheac
to page 22 for directions on making corrections.
10 V=15
20 P=200
30C=1
40 CALL HUSH
50 CALL TONE
60 PRIN C
70C=4
80 CALL HUSH
90 CALL TONE
100 PRIN C
110 GOTO 30
3. Now type RUN and press the key. When you run
this program, you will hear twe alternating tones that will
probably be different in volume. (If they sound exactly the
same, you don’t need to adjust the balcnce,) Move the
BALANCE CONTROL knob left cr right until the two tones
sound alike.
4, Stop the program by pressing the key. This pro-
gram is now stored in your computer's memory, until you
furn your Master Component off or press the RESET button. If
you have a cassette recorder nooked up fo your computer,
you can save “he program for future use, You can also use
it as a test program, to check the hook-up of your cassette
reco’der or printer. (See the following sections.)
y CASSETTE RECORDER HOOK-UP
This sectior is ‘or you, if you plan on storing your Computer
Module activities on a cassette recorder or using program-
ming software that is stored on cassette, Most good, por-
fable audio cassette recorders with a remote startistop
feature will work Just fine with the Intellivision® Computer
Module. The Aquarius” Dcta Recorder availaole from
Matel Electronics® is completely compatible wth your
Computer Module.)
You will need three special cables for hook-up. The cables
are not hard to find, You should be able to pick them up at
any good stereo or computer store. This is exactly what
you'll need: y
4. Two cables with a miniphone plug at both ends.
2. Cne caole with a sub-miniphone plug at both ends.
The cables should be 3 to 5 ‘eet long for space considera-
tions.
Cnce you've obtained ycur cassetle recorder and cables,
you're ready to go chead and set it up. First, look at the
side of your recorder. See the jacks marked EAR, MIC and
REM? Now look at the back of your Computer Adaptor.
Find the Jacks marked IN FROM TAPE, OUT TO TAPE and
REMOTE.
4. Plug one end (it doesn’t matter which end) of a nini-plug
cabie into the jack marked EAR on the cassette recorder.
Plug the other erd of this cable into the jack marked IN
FROM TAPE or the Computer Adaptor.
2. Plug one end of the other mini-plug cable in‘o the ,ack
marked MIC on the cassatte recorder, Plug the other end
of this cable into the jack marked OUT TO TAPE on the Com-
puter Adaptor.
3. Plug one end of the sub-mini-plug cable inte the jack
marked 2EM on the cassette recorde”, Plug the other end
of this cable into the joc« rrarked REMOTE on the Com-
puter Acapter.
4, Remember tne program ‘hat you wrote to balance the
sound from your Master Component and Computer
Module? If this program is stil! stored in memory, use it to
test the operation of your cassette recorder, Follow the
directions on page 80 and 81 of Appendix B, fo save this
——— ee
program, then verify it and re-load it back irto memory
Use “TEST” as your program name for this purpose.
HOOK-UP FOR PRINTER
This section is for those who wish to add a printer to “heir
system. The AQUARIUS ™ Printer, available from Mattel Elec-
tronics®, is compatible with your Intellivision Computer
Mcdule. It comes with a cable that has a single plug at
either end. (Consult your Aquarius Prnter manual for correct
hook-up on the printer side.)
Once you've connected your printer to its cable, look at
the back of your Computer Module. There is a jack, right
next to the cassette jacks, laoelled AUX. Take the remaining
pin-plug and insert it into the AUX jack.
(Epa
Other printers may be compatible with your Computer
Mocule. To find out if your printer is compatible, call one of
the Service/information numbers listed on page 92 of this
book.
When you have completed hook-up of your printer, use the
program from page 10 that you wrote to balance the
sound (f this program is still stored in memory). Simply type:
D=-4 and press the [ RIN | key
CALL OUTP and press the | RTN | key
A list of the program you wrote should print out on paper.
TURNING YOUR COMPUTER OFF
To keep your Computer Module working properly, follow
these steps in turning t off:
4. Fitst turn off your TV set.
2. Then turn off the power switch on your Master Compo-
nent,
If you turn your Vaster Component off first, you may hear a
loud hissing noise from your TV set. Don’t worry. You haven't
broken anything. Go ahead and tum your TV set off.
CHAPTER 4
A WORD TO THE WISE: When you turn your Computer
Module OFF, you erase everything you have stored in the
computer's memory,
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The list you saw after pressing the Disc on your Hand Con-
troller is called the Main Menu. Anytime you get a list of op-
tions or choices, you are getting what is called a menu.
Menus allow you to choose from a list of activities or
possibilities,
Our menu in this case consists of the three main areas of
Computer Module activity;
4. BASIC
Press key [1], then CENTER ] on either Hand Controller, to
write programs using the builtin BASIC language or to
exiract moving objec’s from regular Intellivision game
cartridges.
2, CARTRIDGE
Press key then LENTER | on either Hand Controller, to
play an Intellivision or Intellivoice game cartridge or a
soecial Intellivision computer software cartridge.
When you select the CARTRIDGE option, you must have a
cartridge inserted in the cartridge port of the Computer
Acapter. When you press key [2] and [ENTER ], the title of
the game will appear on the screen. Follow the directions
accompanying your cartridge, to play the game,
3. MUSIC
The MUSIC option will enable you to:
Lse a special music cartridge. These cartridges are
designed to be used with the Music Synthesizer, though
they car be used with the Computer Keybcard, Insert the
music cartridge into the cartrl port of the Computer
Adaptor Press key and [ENTER | on your Hand Con-
troller, then follow the directions that accompany the
cartridge,
@ Play the Music Synthesizer, with or without a special
music cartridge. When you use the Music Synthesizer, It will
be plugged into the same place on the Computer Adaptor
where you plugged in the Computer Keyboard,
@ Lse the Computer Keyboard to play musical notes. If
your Computer Keyboard |s plugged into the Adaptor and
you select the MUSIC option, it now produces musical notes
instead of typed characters, Each different key produces a
different musical note,
ee
7 SS SSS SSS SSNS SSS
The notes you play appear on the screen, in their proper
position on the musical staff lines
For now, select the BASIC option.
CUS COw
ar VEVVVGOESSECVOVUVVTUVV UY
’
— = anes ll
i 3 Oath
ye a a \
1 a,
——
|
SS Li LL |
Ww.
Everything you do in BASIC is handed through tne Com-
puter Keyboard, with results shown on your TV screen, Your
Computer Keyboard is your way of commun cating with
your Computer Adaptor ard your Master Component,
Most of the keys on your Computer Keyboord are used in
ESC (ESCAPE) — ALLOWS
YOL TO STOP A PRO-
G3AM OPERATION, SUCH
‘AS RUNNING, LISTING OR
PRINTING.
CTL (CONTROL) — NOT USED SHIFT — SAME AS ON
WITH BUILT-IN BASIC, RE- A TYPEWR TER, SHIFTS
SERVED FOR USE WITH EX- E’
TENDED 3ASIC (AVAILABLE
LATER IN 1983),
LOWEA TO UPPER CASE
CHARACTERS.
ARROW KEYS —
MCVE THE CURSOR
UP DOWN, RIGHT
OR LEFT.
SPACE BAR — TYPES A
BLANK SPACE, WHICH
COLNTS AS ONE CHARACTER
ANC USES MEMORY.
RTN (RETURN) — ACTS AS
‘A CARRIAGE RETUPN
EN"ERS A COMAND 03
PROGRAM LINE.
exactly the same way as the keys on a regular typewriter.
Some keys, however, have special uses, Take a good look
at the keyboard below left, before you read any further,
Let's take a closer look at two cf these keys — RTN and ESC,
RTN (RETURN)
When you have fin shed typing a command or program
line, press the key, This “enters” the command or
program line Info fhe computer's memory and also moves
the cursor down to the beginring of the next line,
ESC (ESCAPE)
Press [ ESC | when you want to stop a program that is run-
ning, This ts particularly useful if you run. a program that
contains a perpetual loop (one that repeats endlessly), You
can also use ESC to stop other operations on a program,
such as listing a program, prirting out a program, storing a
program on cassette, etc,
CURSOR AND CHARACTERS
See the little square at the upper left corner of the screen?
This is called the CURSOR. Anytime you press a letter, num-
ber or symbol key, this square moves one space in front of
*he characrer you typed. This it marks the place where the
OE ———
vue
vuvv wv
VvuvvvuvvveVeVeVueuUuuUuUUY
next character you type will appear. The cursor takes up
the same space as one character. A character is any let-
fer, number or symbol, or a single space betweer two
otner characters,
MOVING THE CURSOR
Now look ar the ARROW KEYS on your keyboard.
These keys move the cursor in
the directions they point: up,
down, right or left. The space i
bar also moves the cursor fo the |
tight, but in add tion types a
space, which counts as a char-
acter and uses memory, The ar-
tow keys are specifically for
moving the cursor on the screen
without typing a space or using
memory.
CHARACTERS
Always keep In mind that NOTHING is interchangeable on a
computer keyboard, the way it is on a regular typewviter
keyboard, You cannot, for instarce, substitute a letter | for
a number 4. A group of characters enclosed in quotation
marks is commonly called a STRING. Strings are used in
both commands and program statements.
LINE LENGTH
A single keystroke for a etter, number, symbol cr space
equals ore character. Thirty-rine characters equal cne
line, Lines are structured Ilke this:
4. You can type twenty characters across the screen
2. If you cont nue typing, without pressing the key,
aineteen more characters will print oul beneath the first
twenty. This is called “wrapping around”.
3. These maximum thirty-nine characters are considered a
single line by tne computer. For example, if you were at
empting ‘o write a line in a BASIC program, you could
write a TCTAL of thirty-nine characters before pressing "he
RIN_] key and ending the line. (Remember that soaces
also count as characters.)
10 PRIN “ABCDEFGHUE
LMNOPQRST” ,A,B,C,DB
Once you have typed thirty-nine characters, the computer
will refuse to orint any more characters until you press the
key.
MAKING CHANGES OR CORRECTIONS
If you want to go back and change something you Fave
already typed, use the ARROW KEYS to move the cursor into
position over the character you want to change. Then type
in the new character or characters you want. Be sure you
fetype everything to the rignt of your change, or use the
RIGHT ARROW KEY to move the cursor to the end of the line,
BEFORE you press [RIN]. If you leave the cursor in the mia-
dle of a lire, after making a change, everything to the right
of the cursor will be erased when you Press| RIN]. This s
called TRUNCATING.)
Example:
M ype 10 + 6 + 15 — 4” and press [RIN].
@ Use the UP and RIGHT ARROW KEYS to position the cursor
over the * in 15,
i Type a 2 in place of the 1, Now press [RIN].
You will now see "10 + 6 + 2”. The characters "5 — 4”
have been truncated,
Each different part, or element, of a BASIC command or
statement is color-coded. (Program statements art
plained in the next chapter.) When you press
end of the command or statement, each element that the
computer recognizes and is able tc act on turns its specific
color.
The arrow keys can also be used for cther, more sophisti-
cated editing jobs. See Appendix C, page 86 for details.
CLEARING THE SCREEN
To erase everything on the screen and return the cursor to
the upper left comer (called the “horre” position), type CL?
and press [RIN ]. CLR does not erase the memory, only the Certain commands, called MONITOR COMMANDS (RUN,
screen. UST, NEW, DEL and a few others) are exceptions to this rule.
Monitor commands do not change color when you press
CLR can also be used as a statement in a program, caus- RIN _]. (Monitor commands are exclained on page 29.)
ing the screen to be cleared each time the computer
reads this instruction If you have tyoed an element incorrectly or in the wrong
order, the computer may not recognize the element, ov
“BASIC” MISTAKES — HOW TO RECOGNIZE THEM recognize it but not be able to act on it.
If you type a BASIC command or program statement incor- __|f tne computer does not recognize a sngle element but |
rectly, your computer will let you know immediately. con stil carry out the command or statement, it will color
everything in the line that it can carry out and leave the So as soon as you enter a command or statement, you
test uncolored,
know if there's a problem, and exactly where the problem
lies.
There is a list of the different ways in which you can make a
10 PRIN AS mistake and the color codes for different elements n Ap-
. pendix C, pages 84-86,
If the computer does not recognize enough of a command
or statement to carry it out, then it will tur as much of the
line as it recognized gray. The rest wil not turn color at all.
10 EON REBRIN 1 mp
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'f you are new to orogramming, this chapter will give you a
taste of Intellivision BASIC. BASIC is a computer language
developed for people like you, whose programming needs
are not particularly scientific or heav ly financial. The word
BASIC stands for Beginner's A\l-Purpose Symbolic instruction
Code. That means it’s easy to use for many different
Purposes,
This chapter will introduce you to a few
can do with Intellivision BASIC, as well a:
cepts, It is not a course in BASIC Programming. For that, you
need to send for the book, Step-By-Step Guide To tome
Computing, (See page 3.)
THE STRUCTURE OF A PROGRAM
structions that give the
A program is a list of very specific in
computer a certain job to do.
Each separate instruction in the list is called a STATEMENT, A
statement can be any length, up to the maximum line
length (39 characters). Each statement is therefore a
separate LINE in the program and is identified by a _INE
NUMBER.
EXAMPLE: 10 PRIN “HELLO” is a statement,
When you finish typing a statement,
computer's memory by pressing the
you “enter” if into the
RIN | k
of the things you
Is some “basic” con-
ey.
——eeeeeeEEEEEe——————
OO EEE—E—EE———————
ENR
A line number can be any whole, positive number from C to
31999, It appears at the beginning of the line, Line num-
bers do two very important jobs;
4. They tell the computer the ORDER in which the statements
Nd program should be carried out, or “executed”, The
computer always executes program statements in order of
the lowest to the highest line numbers, sTegardless of the
order in which you enter them, For example, if you enter a
series of statements numbered in this order:
40
10
30
20
They will be re-ordered and executed in this order;
10
20
3c
40
2. They alert the computer to ‘he fact that an instruction is
part cf a program...that is, a statement. Numbering a state- é
ment is the same as saying, “Wait. See what happens next,
We're building something here.” If you don’t number a
Sus
statement, the computer tries to execute it as soon as you
press RIN,
When you number program statements, it is a good idea to
work with increments of 10, That way you have rcom be-
tween program s‘atements to add in other statements.
ADDING A PROGRAM STATEMENT
To add a statement to a program, select c line numoer
that falls between the numbers of the statements im-
mediately before and after the point where you wish fo in-
sert the statemen’,
Example: You wish to insert a PRINT statement oetween lines
410 and 20 of this short program.
SSEEVITVSFESSESESEEFVVOVVVUTFTFESoe
Type the following line and press RTN:
45 PRIN “NEW
Type LIST and press [ RTN ], fo display your new program,
10 PRIN “I LOVE MY”
15 PRIN “NEW”
20 PRIN “COMPUTER”
a
Notice that Line 15 has been nserted between lines 10
and 20.
The number you use for your new statement must nct oe
used anywhere else in the program, or the new statement
will reolace the old statement.
DELETING PROGRAM STATEMENTS
Use the DEL (Delete) command to delete statements. To
delete a single statement, type DEL followed by the line
number for that statement, Then press [RIN |. Example: DEL
40 (and press [RIN ])
To delete a group of statements, type DEL, the beginning
line number, a comma, then the ending line number, Then
press Example: DEL 10,20 (ard press [RIN })
To delete everything BEFORE a paricular statement, say line
50, type: DEL 0,50 (ever though you don't have a line 0).
To dele’e everything AFTER c particular statement, say Ine
50, type: DEL 60,1000 ‘or any very large line number, up fo
31999)
CHANGING PROGRAM STATEMENTS
If you wish to make major changes in a program s‘ate-
ment, use the arrow keys as described on page 22. Or
simply re-type the entire statement, keeping the same line
number,
BASIC KEYWORDS
There are several different elemerts that can combine to
make up a prcgram statement. One of the most important
of these elenents is called a KEYWORD. This is simply a
BASIC word, It is used to tell the computer what to do with
tne other elements in a statement: the numbers, “strings”
(remember strings from page 21), varables (values na
program that can change), routines ana functions. You will
meet these other elements later, some in this book ard
others in the Step-By-Step Guide To Home Computing,
For a brief description of all BASIC keywords, refer to Ap-
pendix A, starting on page 48. For detailed Information or
how to use each keyword, send for your copy of the book,
Step-By-Step Guide To Home Computing
RUN AND LIST
Executing a program is also known as RUNNING the pro-
gram. When you want the computer to execute a program,
Ou _ give ita RUN command. You type RUN and press
RIN J.
You can also look at your program without running it, This is
caled LISTING the program, Wren you list a program, it is
disolayed on the screen with all statements in the order of
their line numbers.
a
CHAPTER 4
The reason is simple: A command is net oart of a program.
F is an instruction that is meant to be executed as soon as
18 Se euoTibEs Fo you press [RIN ]. not stored in memory for later use.
R"
30 GOTO 80 You can type a program statement without a line number,
40 PRIN “BRANCHING” if you want te preview it, outsde of a program, Leaving the
0 Seb line number off causes a statement to de executed as soon
in ee Be as you press _RIN J.
80 PRIN "UNCONDITION
a MONITOR COMMANDS
.
The commends used most often are the ones that tell the
computer to do something with a program that s already
writen. These are also called MONITOR COMMANDS. In ad-
You can list an envire program or only part of a program. dition fo RUN and LIST, menitor commands include NEW,
You can even list a single starement in a program. which tells the computer to erase everything currently
stored in memory; DEL, which tells the computer to delete
Jo list an entire program, type LIST and press [RIN]. To lista statements n a program (see page 28); CSAV, CLOD and
single statement. type LIST. then the line qumber for that CVRF, which are used in saving and loading programs with
statement, ano press [RIN ]. (Example: LIST 10) To list a a cassette recorder (see Appendix B); and VIENU, which
group of statements within a program, type LIST, the begin- lists different orogramming opticns.
ning line numer for the group, a comma, the ending line
number, and press [RIN ]. (Example: LIST 10,50) To stop_a
program listing orce you nave started it, press the [ESC TRYING IT OUT: A BASIC PROGRAM
key.
We're going to show you an easy BASIC program and how
Notice that when you give the computer a RUN or LIST com- it runs. It's c simple creckoook program, used for figuring
mand, you do not put a line number in front of the com- and maintaining a checkbook balance. Type it in, line by
mand. Netice also that we have been referring to these line, exactly as it appears here, including spaces, Then
qwo instructions as COMMANDS rather than statements. type RUN and press LRTN ] to try it out.
SSS SSS SSS SSS SSS SSS
| eS RE a eS ane ae Sree ES SEY
i seeanescemaame sate acees sae ae aa
When you run this program, the computer will print out a
message asking you to ENTER BALANCE (the ending bal-
ance on your monthly statement). It will wait for you to type
in the amount of the balance and press [RIN |, then printa
second message, “ENTER CHECKS. ZERO IF DONE”,
(“Checks’ means outstanding checks or other withdrawals.)
The computer will wait again while you type in the amounts
of your outstanding checks, After each amount tnat you
type, press [RTN ]. When you have no further checks to
enter, type a zero and oress [RTN ], (That's what "ZERO IF
DONE" is telling you to do.)
The computer will then print out a message asking you to
ENTER DEPOSITS and wait for you to type in the amounts of
deposits not noted on your statement, After each amount
that you type, press When you have no further
deposits to enter, type a zero and oress [RIN], The com:
puter will then print out your balance and the program will
automatically stop,
Before you enter the program below, type NEW and press
[RIN ], to clear the memory. MAKE SURE YOU PRESS
AFTER TYPING EACH STATEMENT,
PROGRAM
10 INPU “ENTER BALANCE”,B
Waits until you enter amount of current balance, then stores
it.as variable B,
20 PRIN “ENTER CHECKS”
Prints message “ENTER CHECKS”
30 PRIN “ZERO IF DONE”
Prints message “ZERO iF DONE"
40 INPUC
Waits for you to enter amount of outstanding check, then
stores it as variable C,
50 IF (C=0) GOTO 80
Looks to see if you have entered a zero. If you have, sends
the computer ahead to line 80.
60B=B-C
Subtracts the last check entered irom the balance and Stores
the new balance,
I
4 70 GOTO 40 130 GOTO 100
? Sends the computer back to line 40, so you can enter Sends the computer back to line 100 to see if you have any
another check if desired. more deposits to enter.
80 PRIN “ENTER DEPOSITS” 140 PRIN “THE BALANCE 1S”,8
Prints message ‘ENTER DEPOSITS”. Prints “THE BALANCE IS” followed by the current value of
variable B, which is the current balance.
90 PRIN “ZERO IF DONE”
Prints message “ZERO IF DONE” If your program doesn’t run the way it should, LIST it and
check each line te make sure you haven‘t made any mis-
100 INPU D takes in typing. If you find a mistake, use the arrow keys to
go back and correct it. (See page 22.)
Waits for you to enter amount of deposit and stores it as
three choices: You can run it again; you can save it on
11€ IF (D =0) GOTO 140 cassette tape (see Appendix B ‘or instructions); or you can
erase it from memory with the NEW command.
Looks to see if you have entered a zero. If you have, sends
variable D. When you are through running your program, you have |
the computer ahead to line 140. |
120 B=B+D
Adds the last deposit entered to balance and stores the new
balance as variable B.
VSERIFVUUSEEUVEVUUUBLUYUUYUSL
a NENUCOMMANDS |
Once you've become more familiar with the Intellivision®
BASIC vocabulary and you need a quick reference, there’s
series of BASIC commands that gives you a listing of all
the words in the BASIC vocabulary, right on your TV screen
That series is the MENU series.
Remember when we talked about the Main Menu? What
you get when you enter a MENU command is essentially
another menu, sometimes called a submenu because it
comes under the heading of an item on the Main Menu {in
this case, BASIC),
Below are the MENU series commands. Type these without
a line number,
MENU SERIES COMMANDS
Type MENU 0 or just MENU and press [RIN].
You get a list of MONITOR COMMANDS. These are primarily
used to tell the computer to do something with a program,
such as run It, list it, etc, Monitor command include RUN,
UST, NEW, CSAV, CLOD, CVRF, DEL and MENU.
Type MENU 1 and press CRIN].
You get a ist of BASIC KEYWORDS, such as PRIN, GOTO,
INPU, etc. These are the “euilding blocks” wth which you
construct program statements,
CHAPTER 4
4 Type MENU 2 and press [RIN ].
J You get list of BASIC functiors.
J
»
>
J
7
>
J)
>
>
>
> Type MENU 3 and press [RIN ).
> You get a list of BASIC routines,
>
J
>
>
>
>
>
»
>
>
ee
Intellivision® BASIC is uniquely designed to allow you to do
special things with colo", moving objec’s (for example, the
players in a Baseoall carridge), and sound. It has many
built-in functions and routines that allow you to access ana
“make a copy of” moving objects from your regular Intellivi-
sion® game cartridges, then change the shape, color and
movement of “hose objects, The “new” objects can be
stored in memory and used in Programs that you write, to
create your own games!
Before we see how this works, let’s look at two terms with
whicn you may be unfamiliar — functions and routines.
FUNCTIONS
A function is a way of representing a number value that
Nas a special significance. The functions we will be looking
at in this section all have a special significance in regards
to. a moving objact,
A function always contains a LABEL that identifies it and a
NUMERIC VALUE IN PARENTHESES that identifies the object to
which it relates. Example: CO(5) is a function, CO is the
label for the COLOR function. (6) identifies object 5, By set-
ting CO(S) equa’ to a number value for a certain color, we
can change the color of object 5
Example: CO(§) = 2 turns object 5 red. ‘2 is the number
coae for red.)
There are many other functions besides color — many other
ways in which we can change the characteristics of an ob-
ject We will look at a few of them in this chapter, For a
complete list of all functions, see Appendix A, staring on
page 58,
ROUTINES
A routine is a kind of “mini-program” that has already been
written Into the computer in assembly language (a mathe-
matical language that is more powerful than BASIC, but
difficult for people to use). A routine lets you de something
special that you would not be able to do using the BASIC
language ane. You don't neea to know assembly lan-
guage to use a routine, You only reed to know the name
of the routine, how to access it, and how to set certain
values that i* uses,
To access a routine, you use the keyword CALL followed by
the four-letter name of the routine. For example: CALL TONE
accesses the TONE routine, which makes the computer
generate a scund.
Before the computer can generate a sound, however, it
needs fo know what kind cf sound to generate. It needs to
know volume, period (this sets the pitch of the sound —
whether it is a high or low sound), anc the channel through
which the sound is generated, You give the computer this
information by setting number vaues for each piece of in-
formation needed. You do this by writing equations that
USING THE SHOW ROUTINE
First, Insert a game cartridge Into the cartridge port. Make
sure that ycu have selected BASIC option (NOT CARTRIDGE)
from the Main Menu,
You can now use the SHOW routine to display a moving ob-
Ject from the cartridge you inserted, though a sort of “blind
search” method. Here's how it works.
First you define your moving object. This is a 3-step process,
1. Assign the object a number from 0 to 7, Do this by typing
the equation, O = (a number from 0 ta (O is the letter O,
which stancs for Object.) Then press [ RTN ].
Example: O = 4
2. State whether the resolution is single or double, by typing
one of these two equations, then pressing [ RIN }:
D =0or1 for single resolution
D=2 for double resolution
3. Select a picture from the 128 possible pictures, by typing
the equation, N = (a number from 0 to 427). Then press
LRIN J.
Example: N = 6
If your resolution is double, you will actually get two pic-
tures instecd of one. N = 6 wil give you pictures 6 ond 7,
Picture 6 on top and picture 7 on the bottom,
NOTE: IF YOU DO NOT SELECT A NUMBER VALUE FOR OBJECT,
RESOLUTION OR PICTURE, THE COMPUTER WILL AUTOMATICAL-
LY SET THAT VALUE TO ZERO (OR ANY NUMBER VALUE THAT
HAS PREVIOUSLY BEEN SET AND NOT ERASED),
Second, you tell the computer to display the moving object
that you just defined. Type the command CALL SHOW and
press . The objact you defined will appear on the
screen,
STRANGE OBJECTS
f the cbject you hove displayed looks Particularly strange,
‘ry chcnging the numbers you usec for picture and resolu-
tion, You see, any given game cartridge will have pre-set
the resolution anc picture numbers for all moving objects
from O to 7. You can reset the picture by typing different
numbers into the picture equation, However, you cannot
teset the resolution, since ONLY a certain amount of
memory space Is set aside for each moving object.
If you select doulole resolution for an object and only single
resolution space was reserved for that object, then only halt
of the object will be displayed. If you have more than one
object on screen at the time, the second half of your object
may replace the top half of another object.
ee
eS CIR
look like this:
P = 200 (P stands for period)
V = 15 [V stands for volume)
C = 4 (C stands for channel)
CALL TONE
Veuwrw SS SE
.
You select tne values for each piece of information from a
tange of possible values, The range for each value in a
routine is given in Appendix A, starting on page 68. In this
chapter, we will look closely at a couple of routines. =or a
complete list of available routines, see Appendix A.
> FUN WITH MOVING OBJECTS
In any Intellivision game cartriage, there is a maximun of
eight moving objects that you can display. These are
numbered 0 ‘o 7. You can display these objects on the
screen, using one of two routines — SHOW or GRAB.
ee Ae
_
To understand how to use these ‘cutines, you need te first
understand how moving objects cre created. In its memory
your Intellivision® Master Component has stored 128 dif-
ferent pictures. These pictures are used, either alone or in
combination, to define all moving objects. A game car-
tridge contains specific instructions that tell your Intellivision
which pictures to use for each moving ooject in a geme.
Since an object may change shape when it moves, dif-
ferent pictures may be needed to show different stages of
OO wee
te
|
|
CHAPTER 5
The game cartridge also tells your Intellivision to set aside a
certain amount of memory space for displaying each ob-
Jec*. The amount of space depends on the RESOLUTION of
the cbject, which is a way of measuring the object. An ob-
ject can be single or douole resolution. A single resolution
object has EITHER a top OR a bottom half. A double resolu-
tion object has BOTH a top AND a bottom half, A double
resolution object will not fit into the space reserved for a
single resolution object (though a single resolution object
will fit into tye space reserved for a double resolution
object).
37
function in Appendix A (starting on page 58).
You can display more than one object on the screen at
one time, but you must use the XP or the YP function fo
move the first Object out of the way before you display the
secord object (or the second will appear on top of the first
object.)
When you use the SHOW routine te display a moving ob-
ject, you can change tne object's position on the screen,
but you cannot make it appear fo be animated. Ths is
because SHOW only allows you fo assign one picture for on
object (two ‘or a double resolution object). To animate an
object, you must assign a SEQUENCE of pictures to tne ob-
Ject. To do this you must use the GRAB routine.
USING THE GRAB ROUTINE
GRAB is very similar fo SHOW, with two important
differences:
4. GRAB uses memory space and SHOW does not.
2. GRAB allows you to assign a sequence of pictures to an
object, so you can animate the abject. SHOW does ot.
To use the GRAB routine, you must first define the moving
object, Follow the same steps that you used in defining an
object for the SHOW routine...but add one additional oiece
40 5 sans
Before you can animate an object, you must assign it a se-
quence of pictures. Each picture in the sequence will show
the object in one of the stages of animation,
The number you select for N (the picture) tells the computer
where the sequence starts. You must also give a number to
tell the computer how many pictures there are In the se-
quence. There can be a maximum of 16 pictures in a mo-
ton sequence, numbered from 0 to 45, (So if you set M
equal to 5, you are assigning é pictures to the sequence.)
To set the number of pictures in a sequence, tyoe the
equation;
M = (a number from 9 to 1)
Example: O = 1
Dian
CHAPTER 5.
2
LJ
)
»
2
2
2
a
a
2
2
2
2
2
2
2
2
2
a
2
2
a
a
9
N=0
M=3
CALL GRAB
This example tells the computer fo assign 4 pictures, starting
at picture 0, to moving objec’ 1, displayed in single resolu-
tion. When the object is set in motion, it will cycle through 4
pictures.
FUNCTIONS AND MOTION
All of the functions that work with an object displayed by
SHOW also work with an object displayed by GRAB. Use the
GRAB routine to display a moving object, *hen try out these
additional functions. Remember fo reolace tre 0 within
parentheses with the number of your moving object.
TYPE THIS: TO DOTHS:
PC(0) = a number
between 0 and 15
Disploy a particular picture
in the motion picture se-
quence for an object.
SP(0) = 20 Set the speed with which ob-
ject moves through its motion
sequence.
XV(0) = 40 Set the speed at which ob-
ject moves horizontally
across screen and set it in
motion To s‘op the motion,
set the XV function equal to
zero.
YV(0) = 10 Set the speec at which ob-
ject moves vertically across
screen and set it in motion.
To stop the motion, set the
YV function equal to zero.
You can change the number on the ‘ight side of the func-
tion equations above, within a certain range. The range for
each function is given in Appendix A. staring on page 58.
PHANG WH SOND |
There are seven routines that deal with sound. You've
already met the TONE routine (on page 36). This routine
causes a single tone to be generated by the computer
When you want the tone to stop, use another, even simpler
routine — HUSH, Tre HUSH routine doesn’t require that you
enter
press
Additional information, Just tyoe CALL HUSH and
and the sound will stop.
Another routine, NOTE, is used with the TCNE routine, to set
the period of a tone to that of a pre-set note on a musical
scale, This deterrrines the exact pitch of the tone generat-
d, It does not itself generate a tone. You can choose from
95 different pre-set notes, fo which you can set the period
of a tone. Use the equation:
N = (a number ‘rom 4 to 95)
Fitst type the equation and press [RIN], Then type CALL
NOTE and press [21N ]. Below \s a short orogram that com-
bines the TONE and NOTE routines to generate a 13-note
musical scale. Type in the program exactly as it appears
below. Press atter each line “hat ycu type, When you
are finished typing the program, type RUN and press
CRIN].
10 CALL HUSH
20C=0
30 V=15
40 FOR N=12 TO 24
50 CALL NOTE
60 CALL TONE
70 NEXT N
80 CALL HUSH
Now type a_new line 40 that reads; 40 FOR N=24 TC 36
and press | RTN ]. RUN the changed program and listen,
You will get a different musical scale this time, one octave
higher than the original scale.
ENVELOPE ROUTINES
When you use the TONE routine, you set a definite, unvary-
ing volume for the tone you genevate. Unless you change
the volume, it remains the same, Wnen ycu do change the
volume, it changes abruptly.
sae SVS VOSSVEVESSOPVSESSS OV VEY UV & BR
There are two routines called ENVELOPE routines that let
you manipulate volume more delicately. These routines
break volume down nto two parts, callec ATTACK and
DECAY.
Picture volume as a curve. At the top of the curve is the
oeak volume, A’ either end of the curve is volume 0.
Rea <TR,
{cea a
Ay Aes Cae
——
Ty
LO
ASST SS a
PRL ee SRE
ea ay GRC
A TTT Ree rs
aT Bre
Pc Ca VEE
ay GEA
If this tone were generated, it would start at 0, rise to 15,
then drop back to 0 again The rise from 0 to 15 is the at-
tack, The drop from 15 to 0 is the decay, The way in which
the tone attacks and decays is called the ENVELOPE of the
fone.
There are many things that you can do with the envelope
of a tone. You can make the attack gradual and the
decay sharp, like the graph shown below at left.
=—— a
=a
like the graph shown above at right
decays, as well as the period of the sound (which deter-
mines its pitch) and the channel througn which it will be
generated
You can set an envelope for either a tone or for a non-
musical sound called “noise”. You know wrat a tone |s.
“Noise” is the type of sound that "he ccean surf cr highway
traffic or a crowded auditorium produces. (“Noise” Is good
for producing percussion sounds.) There is a separate
envelope routine for tone ard for noise.
>
wo
ENVT (Envelope Tone)
Use this routine to generate a tone whose envelope you
want to control. As with the TONE routine, you must define
the tone before the computer can generate it, Here’s how,
4. Set the cnannel. There are 6 channels, numbered 0 to 5,
Use the equation; C = (a number from 0 to 5)
2. Set the period. This can be a number from 0 to 4095, The
higher the number, the lower the pitch of the note.
Use the equation; P = (a number from 0 to 4095)
3. Set the length of the envelope (how long it will take the
jone to rise or fall In volume), This can oe a number trom 0
to 65,000, (Try a number around 5000 to really hear how
the envelope can be changed.)
Use the equation: L = (a number from 0 to 65,000)
4, Set the attack/decay characteristics of the envelope,
whether sharp or gradual, This can be one of certain
numbers between 0 and 15, Each number produces specif-
ic characteristics. Look on page 69 of Appendix A for a list
of attack/decay numbers,
Use the equation: E = (the characteristic number)
5. Type CALL ENVT and press [RIN ].
ENVN (Envelope Noise)
Use this routine in exactly the same way as you use the
ENVT routine, with these differences:
4, The PERIOD of a noise must be set to a number between
0 and 34, In general, the higher the number, the lower the
pitch, with the exception of 0, Instead of producing the
highest pitch possible, 0 produces the lowest pitch
possible,
2. Type CALL ENVN and press [RIN | to generate the noise
after you have defined it.
Experiment with defining different tones and noises, You
can produce thousands of different sounds by changing
different values,
NOTE: Your Master Component and your Computer Adap-
tor each contain a sound chip, with 3 channels on each
chip, Channels 0-2 are on chip 4 and channels 3-5 are on
chip 2. You can generate two different fone envelopes and
two ditferent noise envelopes at the same time — one tone
envelope and one noise envelape on each chip. You can't
generate a different envelope on each channel, because
the computer always looks at the last enveope generated
on each chip and uses that for all 3 channels on that chip.
So if you generate a tone envelope through channel 2, it
will be generatec through channels 0, 4 and 2. This means,
for example, that you cannot generate a cifferent one
envelcpe for channel 0 and chanrel 2.
es
PUTTING IT ALL TOGETHER
Here |s a short program tnat combines functions and
routines to cdd color, sound and motion to an object.
Before you type in this program, insert any Intellivision®
game cartridge. Follow the directions on page 40 to 41, to
display a moving object. Use the GRAB routine and number
your object 0. (Use the equation O = 0.)
]
]
]
]
)
}
When you have displayed a moving object that you like,
clear the screen. (Type CLR and press Pent} Then type in
the Animation Program exactly as it appears oelow.
] Remember fo press at the end cf each statement
]
]
)
When you have finished typing the ram, clear the
screen, then type RUN and press . You should see the
object you displayed change color as it moves horizontally
across the screen to a musical scale accompaniment.
Animation Frogram
10 CALL HUSH
Start with no sound.
20C=0
Set chanrel. Tone will be generated through channel 0.
30 V=15
Set volume. Tone will be generated at maximum volume.
40 SQ(0) =40
Set speed at which object will move through its animation se-
quence. Mcderate speed.
50 XV(0) = 10
Set speed at which object wiil move horizontally across the
screen and start movement. Slow speed,
60 X=0
Set up a variable that will represent the number code for a
color. Give it a value of O (the number code tor black)
70 FOR N = 12TO 24
Set up a repeating loop that assigns values 12 througn 24 to
N (for use in the NOTE routine}. N will receiv2 a new value
each time the oop is repeated.
80 CO(0)=X
Set the color of the object to the current value of X.
APPENDIX
“om
un |
Wil i}
Ah
y ir
i" T
- fj, =
ie
This section of the book cortains a brief description of the
keywords, monitor commands, functions and routines in In-
tellivision BASIC, It is esigned for the person who is already
familiar with the BASIC language, and wants a Quick
reference guide to the Intellivision version of BASIC. if you
are not familiar with BASIC, you may not understand
everything in this section. Do send for a copy of the book,
Step-By-Step Guide To Home Computing. (It's free.)
CATEGORY: BASIC KEYWORDS
This accesses an assembly language routine within the
built-in BASIC or an Intellivisicn® Cartridge. It allows you to
do things that you cannot do using the BASIC language
alone. (See page 3é4,)
Example:
CALL SHOW
Causes the SHOW routine to be executed,
This clears the screen and returns the cursor fo the home
Position. CLR can be used as a keyword in a program or
as a command outside of a Program,
Example:
10CLR
20 PRIN “HELLO”
Clears the screen when the Program is run, then displays the
word Hello on the screen,
or
CLR (and press [RTN ])
Clears the screen when
Tris tells the computer to store numeric constants In a par-
ticular sequence, so they can be accessed at another
Point in the program by a READ statement, DATA statements
must always have an associated READ statement.
is pressed.
PDPLPPOO DOO 8) OO 0 2,
Each numeric constant following the DATA keyword Is
separated from the others by a comma. The limit on data
items in one DATA statement Is 7 numeric constants,
Example:
10 FOR X=1T03
Seis up a loop that wil! repeat 3 times,
20 READ A,B
Reads the numeric values in order from the DATA statement
and stores these values as variables A and B.
30 PRIN A,B
Displays the current values of variables A and B.
40 NEXT X
Reiurns the computer to line 10 to repeat the loop.
50 DATA 5,10,15,20
Stcres numeric values that will be read by the computer and
assigned to numeric variables.
This is used to indicate the maximum number of elements in
an array and to reserve memory space for the array,
The dimension cf an array is set by writing the DIM keyword,
followed by the array variable name, then the number of
elements in the array in parentheses, The three array vari-
able names that can be used are AA, AB and AC, The
maximum number of elements in an array is 250, num-
bered from 4 to 250,
Example:
DIM AA\(10)
Sets up an array named AA and reserves memory space for
the array to contain 11 elements, numbered 1 to 11.
This keyword is Lsed to mark the end of a program, When
the computer reaches this statement during a program run,
the run stops, The END statement is not always the last state-
ment in a program,
APPENDIX A
Example:
10 PRIN “TYPE # FROM 5-10”
Displays the line in quotes.
20 INPU X
Stops program execution while numeric value for X is
entered,
30 IF (K =7) GOTO 50
Looks to see if the value entered for X is 7. If it 1s, sends
computer to line 50. li it is not, continues on with next
statement.
40 GOTO 60
Sends computer to ling 60,
50 END
Stops program execution
60 PRIN “TRY AGAIN”
Displays line in quotes,
70 GOTO 10
Sends computer back to line 10.
These keywords are used to set up two “companion”
statements which repeat any program steps between the
two statements a specified number of times.
The FOR statement starts the loop, establishes a variable,
gives it a starting value and makes a note of its ending
value. Starting and ending va ues can be numeric con-
stants or variables (in ascending order).
Each time the FOR statement is executed, it checks to see if
the value of the variable is greater than the ending value
established. f it is, he computer is sent to the statement
after the NEXT statemen,, If it is not, the computer continues
on with the statement(s) following the FOR statement.
The NEXT statement adds 4 to the current value of the
variable and sends the computer back to its companion
FOR statement.
AFOR...NEXT statement cannot be written and executed as
acommand.
aa a A
Example:
10 FORA = 1T0 10
Sets up a locp that will repeat 10 times. Assigns 4 starting
value of 7 to variable A and sets an ending vaiue of 10.
20 PRIN A
Displays the current value of A.
30 NEXT A
Adds 1 tc the current value of A and sends the computer
back to the FOR statement on line 10.
This temporarily halts prograrr execution during a program
run, so that a string entered from the keyboard can be
assigned to a string varicble. The name under which the
variable |s to be stored is established by the GET statement,
Example:
50 GET A$
Halts program execuiicn until a string is entered, S'ores the
string as variable A$.
60 PUT A$
Displays the value entered for A$.
This keyword causes the computer to “branch” to any
specified program line, unconditionally,
If you write GOTO as a command, it acts as a RUN com-
mand, sending the computer to a specified program line
and running the progam from there.
Example:
10 GOTO 60
Sends computer ahead to line €0.
20 PRIN “PROVIDES FOR”
Displays line in quotes.
a
30 GOTO 80 (Go Subroutine)... (Return)
Sends computer ahead to line 80.
Like GOTO, GSUB causes the computer to branch uncondl-
40 PRIN “BRANCHING” tionally to another point in the program, in this case to a
subroutine, The first line number of the subroutine follows
Displays the word in quotes. the GSUB keyword in the GSUB statement.
60 END The subroutine ends in a RET staternent which sends the
é computer back to the next statement following the GSUB
Halts program execution, statement from which it branched,
60 PRIN “GOTO” A suproutine can be called any number of times in a pro-
7 gram, Up to 5 GSUB statements can be nested before a
Displays the word in quotes, RETURN statement must be executed,
70 GOTO 20 GSUB produces the same results as GOTO when executed
as a command,
Sends computer back to line 20.
Example:
80 PRIN “UNCONDITIONAL”
10 GSUB 40
Displays word in quotes
Sends computer to subroutine beginning at line 40,
90 GOTO 40
20 PRIN “END OF SUBROUTINE”
Sends computer back to line 40,
Displays line in quotes when computer returns from
“GOTO PROVIDES subroutine,
When program is run, computer display:
FOR UNCONDITICNAL BRANCHING.”
30 END
Stops program execution.
40 FORX = 1T03
Sets up a loop that will repeat 3 times.
50 PRIN “THIS IS A”
Displays line in quotes.
60 PRIN “SUBROUTINE”
Displays word in quotes.
70 NEXT X
Sends computer back to line 40 to repeat the loop
80 RET
Sends computer back to statement following GSUB statement
from which it leit (line 20).
APPENDIX A
IF specifies a condition under which anotner program in-
struction will be executed. The condition is one in which two
values are compared, using one of the comparison
operators: = (equals), < (less han) or > (greater than), The
values compared may be numeric variables, numeric con-
stants or functions.
Examples: IF (A = 5)
IF (A > B)
IF (CO(3) = 7)
NOTE: You can also use the IF statement to compare in-
dividual characters from 2 different strings, if the strings are
assigned to string variables, Example: IF (A$(1) = BS(2)) This
compares the ‘st character in the string assigned to AS
and the 2nd character in the string assignec to BS.
Example:
10 IF (A=B) GOTO 30
Looks to see if the /alue of A is equal tc the value of B. If
the two are equal, sends computer to line 30. If the two are
not equal, continues to next siatement.
This temporarily halts pragram execution during a program
Tun, so that a numeric value, entered through the key-
board, can be assigned to a specific variable, The name
under which the variable is stored is set by the INPU
statement.
Example:
10 PRIN “HOW OLD ARE YOU”
Displays the line in quotes.
| 20 INPUA
| Temporarily halts program execution while a numeric value
is entered from the keyboard. Assigns tnat value to varia-
ble A,
30 PRIN “YOU ARE ”,A
Displays line in quotes foliowed by value of A.
or
10 INPUT “ENTER NUMBER”,A
Prints the string “ENTER NUMBER’, then halts program ex-
ecution while a numeric value is entered from the keyboard.
Assigns that value to variable A,
Tells the computer to disolay either a string enclosed in
quotation marks, the result of an arithmetic operation (using
either numeric constants or numeric variables) or the value
of a numeric variable,
Example:
10 PRIN “HELLO”
Dispiays the word HELLO,
or
10 PRINS + 6
Displays the result of adding 5 and 6 11).
or
10 PRIN “THE NUMBER IS ”,A
Displays the line in quotes, followed by the numeric value
of A.
SS
a eee eee eee] | APPENDIA
Tnis causes the value of a stting variable to oe displayed.
Example:
10 SET A$ = “HELLO”
Assigns the string “HELLO” to string variable A$.
20 PUT A$
Displays the value of string variaole AS.
This is used to “read” items from a DATA statement and
assign that data fo a variable or variables, specified by the
READ statement, Each time the READ statement is executed,
the next item in the DATA statement (or block of statements)
is read and a new value (the value of the data item being
Tread) is assigned to the variable(s) in the READ statement.
If a READ statement does not assign all data items to
variables, the next READ statement assigns following data
items. If there are no more READ statements, the leftover
cata items are unused. If all data items are used before all
READ statements are executed, the next READ statement
gets the first data item again.
READ and DAIA cannot be executed as commands.
Example: See DATA keyword for example.
REMark is used to insert comments or nojes to yourself. It is
often used to name a suoroutine. The ccmments you insert
with a REM statement are displayed when the program is
listed, but do not appear when the program is run. During
program run, the computer skips over REM statements.
REM connot be executed as a command. u
Example:
50 REM target subroutine
(dentifies the subroutine when the program is listed.
This is used fo assign a value to a string variabe when a
program is being written. The value assigned musi be a
string, up to 20 characters long, enclosed in quotation
marks.
Example:
10 SET A$ = “JUNK”
Assigns the string “JUNK'"' to string variable A$. Value is
assigned when you write the program.
CATEGORY: MONITOR COMMANDS
Loads a specific program Into ihe computer's memory from
an audio cassette tape. (See APPENDIX B.) A program is
loaded by its assigned name.
Example:
CLOD GAME
Copies a program named GAME from cassetie tape into
computer memory.
Saves a program from computer memory to audio cassette
tape, after the program has been given a name,
Example:
CSAVE GAME
Assigns the name GAME tc a program and saves it from
memory onio tape.
Verifies that a program saved on audio cassette matches
the original program stored in memory. The program name
must be given before the program can be verified.
Example:
CVRF GAME
Verifies that the program GAME stored on taoe matches the
program GAME stored in memory.
Ths deletes a line or a group cf lines from a program. (See
page 28.) When deeting a single line, the word DEL Is
followed by the number of the line to be deleted, When
deleting a group of lines, the word DEL is followed by the
number of the first line in the group, a comma, then the
number of the last line in the group.
eee Se
ee
Examples:
LIST
Lists entire program.
This erases a program from memory and resets any
var ables to zero. It does not erase moving objects or free
the memory space that they are occupying.
,
J
» Examples: LIST 10
DEL 10 Lists statement 10 only.
J] Deletes statement 10, LIST 10,60
]
: DEL 10,50 Lists all statements from 10 to 60.
, Deletes all statements from 10 to 50,
'
,
| ae sens This gives a list of BASIC keywords, commands, functions,
: routines, cartridge functions and cartridge routines, There
] Allows you to print out a list of all statements ina program, are six sub-menus. For a complete |ist of menu corrmands,
) a single statement in a program or a group of slatements see page 32.
1 In a program, To list the entire program, type LIST alone, To
list a single statement, tyoe LIST followed by the line number Example:
q of the statement, To list o group of statements, type LIST, the
) line number for the first statement in the group, a comma, MENU 1
} then the line number for the last statement in the group.
Press the «ey to stop listing before the program list- Displays a list of all keywords used in Intellivision BASIC.
, ing is completec.
)
J
)
|
;
{
Example:
Type NEW and press [RIN ],
This tells the computer to execute a program that is stored
In memory,
Example:
Type RUN and press [RIN J,
CATEGORY: FUNCTIONS
A function is a way of representing a numeric value that
has c special significance. A function is used in the same
way as a variabie, and is in fact a type of variable, Most of
the functions below cre used to manipulate ano control
moving objects, (For a further discussion of ths particular
use of functions, see page 36.)
The function NAME (2 letters) is followed by a NUMERIC
VALUE In parentheses (either a number or a numeric vari-
able) This tells the computer what the object cr value the
function relates to. It is called an ARGUMENT.
The function |s set equal tc a numeric value which gives the
computer specific information about the argument, This
numeric value can be changed to alter the nature of the
argument in some way.
MOVING OBJECT FUNCTIONS:
Pico
Sets the color for a moving object. The object number (from
0 to 7) follows the funotion name, In parentheses, The func-
tion is set equal to a number code for the color (a number
from 0 to 15), Number codes for colors are as follows:
O = Black 6 = Yellow 44 = Brown
1 = Blue 7 = White 12 = Pink
2 = Red 8 = Gray 43 = Light Blue
3 = Tan 9 = Cyan 14 = Yellow-Green
4 = Dark Green 10 = Orange 45 = Purple
5 = Green
Example:
COj(3) = 6
Sets color of object 3 to yellow.
or
10 A = CO(3)
EE ————
SeCeVEVUVVUVEVUVUEVUEVUU VV VUUEVES EU FU
Stores the number for the current color of object 3 as
varlable A.
20 PRIN A
Displays the number for the current color of object 3.
Use to display a porticular picture in an animation se-
querce for a moving object, The argument is the moving
object number, The function is set equal to the number of
the picture's position in the sequence, This can be a
number from 0 to 15. (There are 16 possible pictures in a
motion sequence.)
Tells you the position number of the current picture being
displayed in an animation sequence.
Examples:
PC(1) = 4
Displays the 5th picture in the animation sequence of ob-
ject 7.
or
10. A = PC(1)
APPENDIX A
Stores the number of current picture being displayed, as
variable A.
20 PRIN A
Displays the current picture number.
Use to set the speed at which an object moves through its
animation sequence, Argument is the object number, Func-
tion is set equal to any number from 0 (slowest) to 63
(fastest).
Displays the number for the current sequence speed at
which a moving object is set,
Examples:
SQ(1) = 25
Sets the speed at which object 1 goes through its animation
sequence at a mcderate speed.
or
10 A = SQ(1)
Stores current sequence speed of object 1 in variabie A.
20 PRIN A
Displays current sequence speed of object 1.
Causes a moving object to appear or disappear, Argu-
mert is object number. Function can be set equal fo 4 or
—1, -4 causes cbject to disappear. 1 causes object to
reappear,
Displays the numoer for the current visibility status of an
object.
Examples:
VS(1) = -1
Causes moving object 1 to disappear.
or
10 A = VS(1)
Stores number tor current visibility status of object 7 as
variable A.
20 PRINA
Displays number for current visibility siatus of cbject A.
Turns a moving object so that it faces the opposite direc-
tion. Argument is object numoer. Function can be se* equal
to 1 or —4. 4 turns object in opposite direction. -4 returns
object to original direction.
Displays the number for the current horizontal mirror status
of on object.
Examples:
XM(1) = 1
Turns moving cbject 1 to face the opposite direction.
or
10A = XM(1)
Siores the current horizontal mirror status of object 1, in
variable A.
20 PRIN A
Displays the number for the current horizonia! mirror status ‘
oh Doubles the wicth of a moving object. Argument is object
= as Totzontal Rostion) number. Function can be set equal to 4 or — 1, 1 doubles
the object width. —4 returns object to original shape.
APPENDIX A
Sets the horizontal screen position of a moving object.
Argumert is object numoer, Function can be set equal to Dsplays the number for the current width of an object.
any numeric value from 0 (off the left side of the screen) to
167 (off he right side of the screen). Examples:
Displays the number for an ob,ect’s current hoizontal xs(1) = 1
screen position,
Doubles ihe width of object 1.
Examples:
or
XP(1) = 90
10 A = XS(1)
Moves object 1 slightly rignt of center screen.
Stores the number for the current width of object 1, as
or variable A.
10 A = XP(1) 20 PRIN A
Stores the number for object 1's current horizontal screen Displays the number for the width of object 1
position, as variable A.
20 PRIN A
Display the number for opject 1's horizontal screen position.
Se’s the velocity at which an object moves vertically across
the screen, Starts the object in motion. Argument is object
rumnber. Function can be set equal to any number from
-/27 to 127, Negative numbers move object from bottom
to tap of screen, Positive numbers move object from top to
octtom of screen.
Displays number for current vertical velocity of a roving
object,
To stop vertical movement, set function equal to 0,
Examples:
YV(1) = -20
Starts object 1 moving vertically up the screen, at slow
speed.
or
140A = YV(1)
Stores current vertical velocity of object 1, as variable A.
20 PRIN A
Displays vertical velocity of object 1.
OTHER FUNCTIONS:
Sets the background color of
a specific rectangle, or
“card”, on the screen, The
screen Is civided into 240
cards on a 12 by 20 grid,
number from 0 to 239,
(Background Color)
Argument of the function is the card number. Function can
be set equal *o any of the 16 color numbers (from 0 to 15).
See color list on page 58.
Displays the number for the background coor of a par-
ticular card on the screen.
Examples:
10X = 0
Assigns a value of 0 to X.
20 FOR A = 0 TO 239
Sets up a loop that repeats 240 times, with a new value
assigned to A each time the loop repeais, starting at 0 and
ending with 239,
30 BK(A) = X
Sets the background color cf ‘‘card’’ A (the current number
value of A) to the current numeric value of X, starting with 0
(black).
40X = X+1
Increases the value of X by 1 each time the loop is ex-
ecuted,
50 IF (X=3) X=0
Reseis X to 0 when it reaches a value of 3, thus restricting
the background colors displayed to 0 (black), 1 (blue) and 2
(req).
60 NEXT A
Returns the computer to line 20.
Allows you to format the manner in which numeric dara will
be disployed on the screen or printed on a printer
The argument cf this function can be a number from 0 to 4.
The argument establishes how many numbers will be
displayed on a line, the color in which they wl be
cispiayed and wheiner they will be displayed in decima! or
scientfic notation.
FM(0) sets format of 2 decima| numbers per line, right justi-
fied. The number to whicn the function is set equal deter-
mines the number of digits right of the decimal, (Maximum
7 digits right of decima..)
Example:
A = 10.7536
Assigns a value to variable A.
B = 20.8424
Assigns a value to variable B.
FM(0)=3
Sets format for 2 numbers per line, with 3 digits right of
decimal point.
PRIN A,B
Displays:
10.754 20.842
APPENDIX A
FM(1) sets format of 1 decimal number per line, tight justi-
fied, The number to which the function is set equal deter-
mines tne number of digits displayed to the tight of the
decimal, (Maximum 7 digits right of decimal.)
Example:
FM(1)=2
Sets format for 1 number per line, with 2 digits right of
decimal point.
PRIN 7.673
Displays:
7.67
FM(2) sets format of 2 numbers per line, displayed in scien-
tific notation, The function can be set equal to any number
— the number displayed in scientific notation will always
have 3 digits lett of the E and 2 digits right of the decimal
point.
Example:
10 A = 936000
Assigns a value to variable A.
20 B = 22500
Assigns a value ‘o variable B.
30 FM(2)=0
Seis format for 2 numbers per line, expressed in scientific
notation.
40 PRIN A,B
Displays:
9.36E5 2,25E4
FM(3) sets format of 4 number per line, d splayed in scien-
tific notation. The function can be set equal to any number,
See FM(2),
Example:
10 X = 4320
Assigns a value to variable x.
20 FM(3)=7
Sets format for 1 number per line, expressed in scientific
notation.
Displays:
)
30 PRIN X
]
4,32E3
FM(4) sets the color In which characters will be disolayed.
Function may be set equcl to a number be‘ween 0 and 7.
(See color code list on page 58.) If not set, the function
defaults to FIM(4)=0.
Example:
FM(4)=7
Sets color of all characters displayed to white.
PRIN 1
Displays the character 1 in white.
This deletes (“truncotes") all numbers right of the decimal
point in a dacimal number. The argument for the function is
the decimal number. This number must be within the range
32767 to -32767,
APPENDIX A
Example:
A = IT(1.23)
Changes all digits right of the decimal point to 0 for tne
number 1.23. Stores tne resulting integer as variable A.
PRIN A
Dispiays: 1.00
Generates a randomly selected number from 0 to 99. The
argument for the function is a “dummy” argument, which
means that it can be any number. (0 is commonly used.)
Example:
A = RN(O)
Selects an integer from 0 to 99 at random and stores it as
variabie A.
PRIN A
Displays the random number selected.
SSS SSS SS SS SS SSS SSS
CATEGORY: ROUTINES
Returns the distance between two moving objects and
stores that distance in the variable D (which can be dis-
played with a PRIN statement), Requires that the number of
one object be assigned to N and the number of the otner
object be assigned to M. If objects occupy different hori-
zontal ane vertica positions, the DIST routine will return the
SUM of the horizontal and vertical distances between them.
Example:
YP(0) = 10
Sets the horizontal position of object 0 at 10 (lett side of
screen),
YP(0) = 10
Sets the vertical position of object 0 at 10 (top cf screen).
XP(1) =10
Sets horizontal position of object i at 19 (same as object 0).
YP(1)=20
Seis vertical pcsition of object 1 at 20 (10 units lower than
adject 0).
N=0
Stores object number 0 as variable N.
M=1
Stores object number 7 as variable M.
CALL DIST
Returns the distance between object 0 and obiect 1.
PRIN D
Displays the distance between object 0 and object 1.
(Result: 10.00)
Generates a “noise” with variable envelope, period, length
and channel, for which values must be set. (See envelope
description on page 42.) Range of values for each variaole
are as follows:
eseTvvvvuvvvvuvvevueveueeeeeeuuee ue
C (channel): 0 to 5
P (period): 0 to 34 (4 produces highest pitch, 34 and 0 pro-
duce lowest pitch.)
L (length): 0 to 65,000
E (envelope) 0 to 15 (see below)
Envelcape values (other numbers between 0 and 4 nct
listed duplicate effects noted below):
0 Decay only. Sound drops from peak & stops.
4 Attack only. Sound rises to peak & stops.
8 Decay only repeats indefinitely.
10 Alternates indefinitely between attack and decay, start-
ing with o decay.
41 Initial decay, followed by a sustain of peak volume.
42 Attack only repeats indefinitely.
43 Initial atack, followed by sustan of peak volume.
44 Atternates indefinitely between attack and decay, start-
ing with ottack.
Example:
10C=0
Selects channel 0 for noise io be generated tnrough.
20 P=11
Selecis a mid-range pitch for the noise.
APPENDIX A
30 L= 10000
Sets the length of the erivelope.
40E=0
Sets envelope for decay only.
50 CALL ENVN
Generates noise.
Same as ENVN, except tone is generated instead of noise
and range of values for period is 0 to 4095, with 0 proauc-
ing the highest pitch and 4095 the lowes: pitch
Example:
10C=3
Selects channel 3 for tone to be generated through.
20 P=200
Selects a high pitch.
30 L=10000 Example:
Sets the length of the envelope. 100=1
40 E=0 Assigns 1 as the moving object number.
Sets envelooe for decay only. 20N=2
50 CALL ENVT Selecis picture 2 jor moving object 1.
Generates the tone. 30M=5
Sets an animation sequence of 6 pictures, starting witn pio-
GRAB (Grab) ture 2
Displays and stores a defined moving object in merrory, for 40 D=2
use In programs, Object definition requires that values be
established for object, picture, number of pictures in ani- Set double resolution for moving object 1, so both top and
mation sequence, and resolution, (See discussion cn page bottom will be displayed.
40,) Range of possible values:
50 CALL GRAB
O (object): 0 to 7
N (picture): 0 to 427 Displays the moving object and stores it in memory.
M (number of pictures in sequence): 0 to 15
D (resolution) 0 to 2
Use of the GRAB routine requires that an Intellivision® game
Temporarily uses variables W, X, Y and Z. cartridge be inserted in the cartridge port.
P HAND banal
10 CALL HAND
’ Displays number representing last control pressed on Hand
} Controller. Stores this value as a variable. Number values Checks the last control pressed on a Hand Controller and
i for controls are: stores the numeric value for that position as variable H or A.
: Disc: —1 to —46 (starting at —4 and decreasing clockwise) 20 IF (H > 0) GOTO 10
if Disc is being pressed when HAND is called,
‘ If any key on keypad is being pressed, ‘gnores that key and
104 to —416 (starting at - 104 and decreasing clockwise) returns to fine 10.
if Disc has been released when HAND is caled,
] 30 IF (H < —99) GOTO 10
} NUMBER VALUES FOR THE DISC ARE STORED AS VARIABLE H.
' If Disc has been released, ignores valus of H and returns to
Keypad: 0 to 14 (Clear Is 10 and Enter is 41) if key Is being line 10.
’ pressed when HAND is called. 100 fo 110 if key has been
) released when HAND is called. 40 XP(0) = -—H * 10
NUMBER VALUES FOR THE KEYPAD ARE STORED AS VARIABLE H, If Disc is currently being pressed, changes value of H to
, positive number, multiplies it by 10 and uses ii to set the
] Action Buttons: 0 — No button being pressed when HAND Is horizontal position of object 0.
| called, 4 — either top bution being pressec, 2 — lower left
button being pressed, 3 — lower right button being 50 GOTO 10
| pressed.
, Sends the computer back to line 10 to repeat the loop.
) NUMBER VALUES FOR THE ACTION BUTTONS ARE STORED AS
VARIABLE A.
This routine kills all sound generated by other routines (tone
Or noise).
To stop the sound on one channel only, set the volume or
envelope values on that channel to zero,
Example:
CALL HUSH
Stops generation of tone or noise,
Gives two objects the same velocity and maintains a con-
stont distance between them. Velocity set for the SMALLER
object number determines the velocity at which both ob-
Jects will nove,
Requires that O be set equal to the LARGER object nurrber
of the two objects being moved,
Horizontal and vertical velocities set for the LARGER object
number does not affect velocity, out instead sets the heri-
zontal and vertical distance that will be maintained be-
tween the two objects, as they move,
Example:
100=1
Assigns 1 as the moving object number. Objects 0 and 1
will be linked,
20 CALL
Links objects 0 and 1,
30 XV(1) = 10
Seis the horizontal distance to be maintained between ob-
Jects 0 and 1
40 YV(1) = 5
Sets the vertical distance to be maintained between objects
Oand 1.
50 XV(0) = 10
Sets the horizontal velocity of both objects at slow speed
and moves objects across the screen, from lett to right.
Generates a “no'se” sound with variaole channel, period
and volume, Range of values that can be assigned to vari-
ables are as follows:
Ce en ee ee
Vovevevsevs vs ess ssesesessesvsvvs es
C (crannel): 0 to 5
P (period): 0 to 34 (4 produces highest pitch while C & 34
produce lowest pitch)
V (volume): 0 to 15
Example:
10 C=
Selects channel 2 for noise to be generated through
20 P=18
Selects mid-range pitch.
30 V=15
Selects peak volume.
40 CALL NOIS
Generates noise.
To stop noise, type CALL HUSH and press [RIN
Sets the period of a tone to be generated to a particular
note on a musical scale that ranges from 0 (low note) to 95
(high note), Does not generate a tone, unless used with the
TONE routine. Requires that a value from 0 to 95 be set for
N (rote).
APPENDIX A
Example:
10 N=20
Selects note 20 from musical scale of 0 to 95.
20 CALL NOTE
Sets value of P (veriod) to that cf note 20.
30 CALL TONE
Generates tone with period set by NOTE routine.
Directs listings of programs either tc the TV screen or to a
orinter, depending on the volue assignec to D. When D =
1, program lists on the screen, When D = -14, program lists
on orinter If no value is set for D, program lists cn screen oy
default.
EXAMPLE:
D=-1
CALL OUTP
LIST
Instructs computer to PRINT the listing of the program
Stored in memory, rather than displaying it cn the TV
screen.
Use of the QUTP routine requires that a printer be hooked
4p to your Computer Adaptor.
Displays a moving object on screen without permanently
storing it in memory. Does not allow object tc be animated
or used In a program, Temporarily uses variaoles U, V, W, x,
Y and Z. Requires that values be set for object, picture and
resolution, (See GRAB routine for range of values.)
Example:
O=2
Assigns 2 as the moving object number.
N=0
Selects picture 0 for moving object 2.
Din
Selects single resolution, so only top OR bottom hali of op-
Ject will be displayed,
CALL SHOW
Displays moving objeci, but does not store it in memory.
Use of the SHOW routine requires that an Intellivision® car-
tridge be inserted in the cartridge oort,
Generates a tone over which you control period (which
determines pitch), volume, and the channel through which
the tone will be generated,
Range of values that can be assigned to variables are as
follows:
C (channel) = 0 to 5
V (volume) = 0 to 15
P (period) = 0 to 4095 (0 produces the highest pitch and
4095 produces the lowest pitch)
Example:
Cc=0
Selects channel 0 for tone io be generated through.
He Sse
ee
APPENDIX A
2 Vad Example:
4 Selecis maximum volume. A$ = “Hello”
» P=200 Af is a string variable. “‘Helio"' is a string constant.
@ Selects high pitch, Numeric variables can be labeled with any one of the let-
@ ters of the alphabet.
a CALL TONE
a There are 3 string variable labels: AS, BS and CS. This
a Generates the tone. means a maximum of 3 string variables per program, Each
string varicble can be assigned a value up to 20
e characters long.
2 To stop tone, type CALL HUSH and press [RIN ].
CONSTANTS & VARIABLES IN PROGRAM STATEMENTS
a) CONSTANTS AND VARIABLES PRIN may be followed by:
a A constant is a value — nuneric or string — that does not @ ONE string constant up to 20 characters long, that |m-
» change. mediately follows tye keyword, Example: PRIN “HELLO”
2 A variable Is a value — numeric or string — that can andior
a change.
2 @ ONE or MORE numeric constants, variables (up to 7) or
Example: arithmetic expressions, separated from each other by
2 commas,
2 A= 10
2 Examples:
Ais a numeric variable ‘0 is a numeric constant.
@ PRIN A,B,C,D
PRIN “THE NUMBER IS ”, A
PRIN “THE ANSWER IS", A+B
INPU may be followed by:
@ ONE or MORE numenc variables (up to 7)
Example: INPU A, B, C
or
@ ONE string constant up to 20 characters long, im-
mediately following the keyword, with ONE or MORE
numeric variables, separated by commas, after the string.
Example: INPU “THE NUMBERS ARE ", A, B
GET
PUT may be followed by ONE string variable.
Example: PUT AS
Assign Statements:
@ To assign a value io a NUMERIC VARIABLE wnen you write
a program, use a simple assign statement.
Examole: 10 A=5
@ To assign a value fo a STRING VARIABLE when you write a
program, use a SET sta‘ement.
Example: 10 SET A$="HELLO”
Variable values may be assigned and changed using
commands instead o* program statements. This allows you
to save the memory soace required for the line numbers of
assign statements,
Example:
A=5
B=7
JO PRIN “A+B=",A+B
—
rrr rere annnanananannan
)
B©Soeyned FSH HHH HHH V DS DD
ARRAYS
An array is a GROUP OF VALUES assignec to a variable.
Each individual value ir the group occupies a “sot” in the
array, The number o* slots is established by a DiMension
statemen’. An irdividua' value (called an element) can be
used in a program statement in exactly the same way as
any other value.
Only NUMERIC arrays are possible in Intellivision® 3ASIC,
There are 3 numeric arrays AA, AB and AC. This means a
maximum of 3 numeric arrays per program.
Each array may be dimensioned with up to 250 elements
(numbered 4 to 250).
PUNCTUATION
COMMAS are used to separate constants, variables or
data items from each other when these are used in a com-
mand or statement,
Example:
PRIN A,B,C
10 DATA 10,20,30,40
50 PRIN “THE ANSWER IS ",X
APPENDIX A
QUOTATION MARKS are used to define a literal string.
Example:
PRIN “INTELLIVISION”
10 PRIN “THE SUM OF A + BIS", A+B
PARENTHESES are usec to enclose the argument of a func-
tion or the condition cf an |F statement.
Example:
col) = 5
30 IF (A < 10) GOTO 90
q
vovovo opm
Three BASIC commands contro! cassette recordings cf your
programs. These are:
CSAV...This copies the BASIC program from memory to
cassette,
CLOD., This loads a pregram frorn cassette Jape back into
memory.
CVRF,,.This compares ¢ program saved on tape to the pro-
gram stored in memory ard verifies that they match.
Each of these commands is followed by a program name,
up to 4 characters long, Example: CSAV PROG (The use of
d name |s optional, bul if you don't specify a name, It is dif-
ficult to load a program wthout knowing EXACTLY where it
is located on tape.)
With or without a name, the steps for saving, loading or
verifying a program are as follows:
4. Type the command CSAV, CLOD or CVRF, followed by
the progran name. Then press . The compute’ will
display the word SET. (Whe you verify or load a program,
be sure to type exactly the same name that you used to
save tne program.)
2. Use the FAST FORWARD or REWIND keys on your cassette
recorder to position the tape at the point where you plan
to save your program, or at the beginning of the program
you plan to load. (Always keep an accurate written record
of wrere ycur programs start and end on the taoe
counter.)
3. After the ‘ape is positioned, press ANY KEY OR THE DISC
ON EITHER HAND CONTROLLER. The computer wil display
the word GO,
4, Now press (PLAY) ‘to oad or verity) or AND
RECORD } ito save! on the cassette recorder. The tape
begins when you press ANY KEY OR THE DISC ON THE HAND
CONTROLLE?,
OVAF PROG Lop Proc
VERP Lox
One of the above messages shows on the screen, depend-
ing on which command you used, The save is completed
when the cursor shows again.
When LOADING, the computer first displays: LOAD PROG,
This fells you which program the computer is searching for
When a program is found, the computer displays the name
of the found program If the found program matches the
Program beng searched for, the computer loads the
found program into memory. If the two names do not
match, the computer continues searching, until it finds the
correct program or you press the key. If you have
missed the correct starting point on fape for your Program,
the computer will not be able to find It, Rewind the tape
and try again, When the load procedure |s completed, the
cursor will appear again,
.
When VERIFYING, the computer reads every program it en-
counters on the tape and displays the program name to
the right of the VERF message, When it reacs a program, it
checks two things:
@ the program name
B® the program data
I NEITHER the program name nor the program data found
matches the program in memory, the program name Is col-
ored gray, The computer continues searching for the
matching program,
If the program name DOES NOT MATCH, but the program
data DOES, the program name remains colored black on a
green background, and the search continues,
If the program name DOES MATCH, the search stops, the
Cursor appears and the computer checks the program
data,
ee Se eee ee ee ee ee Oe a es ea a er a
APPENDIX B
If If the program data matches, the VERF message remains
colored yellow on green, The program name remains
black on green,
@ If the program data does not match, the VERF message
and the program name ore colored gray,
NOTES: After a CSAV, CLOD or CVRF command is entered,
its execution can be haltec by pressing the key,
Always use cassette tapes no longer than 30-60 minutes in
length (C30 or C60 tapes), Remember to move your tape
beyond Its plastic leader when saving or loading or you will
lose data,
Keep an accurate writen record of your programs, In-
cluding name and start and end positions on the tape, Use
the tape counter on your cassette recorder to get accurate
start and end positions,
Try 10 put no more than one or two programs per side on a
cassette tape. Save the same program two cr three times
I) Q row, This assures you of an accurate save and reduces
the chances of missing your program when loacing, In ad-
dition, always make a oackup (duplicate) tape of pro-
grams you plan to save ‘or a long time.
DO NOT place your cassette tapes on top of the TV set, in
fron’ of the screen or near any other electrical devices
which generate a strong magnetic field.
APPENDIX C
Aemory
MEMORY
Your computer uses two kinds of memory — ROM and RAM.
ROM stands for Read Orly Memory and is the computer's
permanent memory. You cannot erase, change or add to
data stored in ROM, You can only tell the computer to read
and use this data. Most of the computer's internal operat-
ing instructions are stored in ROM, as well as the built-in
BASIC and tne “interpreter” that translates BASIC into the
assembly language that the computer understands Your
Intellivision® games are also stored in ROM cn your game
cartridges
RAM stands for Random Access Memory This is your com-
puter’s “working” memory, the memory that you can use.
You temporarily store data in RAM when you write a pro-
gram or load a program from cassette tape. But RAM is not
permanent, You erase everything stored in RAM wnen you
turn your Master Component off or press the RESET button.
The length of program you can write is determined by the
amount of RAM you have available. Your Computer
Module has a maxirnum of 2048 bytes of RAM available. A
BYTE is the amount of memory needed to store one charac-
ter or space that you type.
If you run out of memory ir the middle of writing a program
or command (say, to display a moving object), the entire
line at which you ran out of memory will “urn gray wnen
you press [RIN ].
ERRORS
The computer ‘esponds to different types of errors in diif-
ferent ways, Some errors show up as soon as you enter a
command or program statement. Others don’t syow up un-
fil you run your program,
When you enter a statemert or command, the computer
color codes everything that it understands. If it understands
enough to execute the statement or command, It leaves
the line as is. If it does not understand enough to execute
the statemen* or command, it re-colors everything that it
understood gray (leaving the rest uncolored),
IMPORTANT: If you type a statement or command incorrect-
ly, the computer may recognize enough to execute It IN A
DIFFERENT WAY THAN YOU INTENDED. For example, if you
type PRIN AS, the computer will color PRIN A, It will then look
for a NUMERIC value of A. If it does not find one, it will as-
sume a value of 0 and print 0.00. It will NOT print the
STRING value of AS, since you must use tne PUT keyword to
prnt a string variable.
. |
€
a ce
] If you LIST a program containing non-executable state-
ments, those statements will be displayed in white
characters,
If you RUN a program containing non-executable state-
ments, those statements will be listed in white characters
before the program starts. Non-executable statements will
then be skipped over during the program run.
Up to five subraurines can be nested before a RETURN
statement must be executea, Any nested subroutines
beyond the maxinum are listed in black during the pro-
gram run, out otherwise ignored. (Nested subroutines are
explained in tne Step-By-Step Guide To Home Computing
book.)
Attempts to divide by zero are refused with a short whistle
from your TV speaker.
If you attempt to snter a cormmand or statement with insuffi-
cient memory, the entire line is displayed in gray when you
press [RIN |. Atempts to display a moving object using a
GRAB routine result in a long whistle,
If you try to use tre SHOW or GRAB routines without a car-
tridge inserted, you hear a long whistle.
——————————————————————————
COLOR CODES FOR BASIC PROGRAM ELEMENTS
Each of the elements of a program turns a specific color
when enterec with the CRIN] key.
Bement Charaeferssackground
CINEINUMBERS ertrradiert nesta ire ty wero Tan/Green
(at the beginning of a line or following a GOTO or GSUB
keyword)
BASKG REY WORDS inuiicanitarinimae sae Mans rst Black/Pink
(PRIN, GOTC, etc.)
EU ERAUSTRING Senate cod Mustiinriieti eer at «+ Yellow/Blue
(characters enclosed in quotation marks
Example SET A$ = “Hello” or
PRIN “40 + 17°)
CONSTANTS . . . .Black/Light Blue
(six or fewer numbers with or without a decimal point)
NUMERIC VARIABLES ........., . Black/Yellow
(a single alphabetic character that represents a numeric
value)
Color Code
Element CharactersiBackground
STRINGS: VARIABLES): 55 scicsss cpacatsen sdivcan a eee ckeoereate Blue/Yellow
(AS, BS and CS, used to represent a literal string)
RUNGTIONSiri-cuttunsc vince itv nteaen nipirey WhiteiBlack
(the 2-character function NAME IE only, including array
variable names. Function argument is color coded as a
numeric constant or variable, whichever is Used, (Exolana-
tion of functions on page 58.))
ROUTINE NAMES ........ pa dyecatu beh ara eo tear White/Blue
(SHOW, GRA3, TONE, ENVN, sae
TEXT . - Yellow/Brown
(any hereetes jsletiae, a REM kewad))
ARITHMETIC OPERATORS ....... . 0. e ccc eue Green/White
(+,-.", 7 and parentheses)
RELATIONAL OPERATORS....... 00.0000 ensues Black/Tan
(=, < or > used to compare two values)
DELIMITERS? sriuttemnen cclcanrivts nema athlon tytact -Blue/White
(any character usec to tell BASIC where something starts or
ends. Includes commas, quotation marks, parentheses and
sometimes the = sign or the word “to”.
Example: FOR A = 470 3
SET AS = “HELLO”
MONITOR COMMANDS (RUN, LIST, NEW, etc.) are displayed
in black characters against the standard green back-
ground, just as typed,
When you LIST a program, it is displayed in black charac-
ters against the stancard green background :
SPECIAL EDITING TECHNIQUES
The use of ARROW KEYS to move the cursor and correct er-
rors is described on page 22. These same keys can be
used in even more spec'fic ways to make program writing
easier,
ter of the command, type that letter, then press the UP or
DOWN ARROW key instead of [RIN].
REPEAT A PROGRAM LINE, Move the cursor over the first
character of the line number. Type a new line number and
press the UP or DOWN ARROW key instead of [RIN ]. The
entire line will now appear twice when listed — once with
the old line number and again with the new line number,
‘
i
|
RE-EXECUTE A COMMAND. Move the cursor over the first let-
‘
'
|
|
|
REPEAT A PROGRAM LINE WITH SOME ELEMENT CHANGED.
Move the cursor over the first character of the line number.
Type a new line number. Use the RIGHT ARROW key to
move the cursor right to the character(s) you want
changed. Type the new characters. Then press the UP or
DOWN ARROW key instead of |, When you list the pro-
gram, the line will appear in is original forn with the old
line number and in its altered form with the new line
number,
Example: To type 10 X = 0
20Y =0
Position the cursor over the 4 in 10 and type 20. Move the
cursor right to the X in line 10 and type Y. Then press the UP
or DOWN ARROW key instead of F
TO TRUNCATE PART OF A LINE, Move the cursor to the las*
character which you wish to irclude in the line, Type that
character ana press the UP or DOWN ARROW key instead of
. Everything to the right of the character you typed
will be deleted.
APPENDIX C
GLOSSARY OF TERMS
ARRAY. A group of values numbered and stored in Q par-
ticular order under a single variable label,
ARRAY ELEMENT. An individual value in an array.
ARGUMENT. A numeric value enclosed in parentheses,
which represents the object or value on which a function
will operate.
ASSEMBLY LANGUAGE. The math-based language which the
computer directly uncerstands without an “interpreter”,
BASIC. A “high level” programming language, based cn
the English language. Stands for Beginner's Al -Purpose Sym-
bolic Instruction Code.
BRANCH. To divert program execution to an alternate point
in the program and continue execution from there,
BYTE. The amount of memory space needed to store a
single typed character,
COMMAND. An instruction written without a line number
and executed immediarely after [RI N is pressed,
CONSTANT. A value that coes not change.
—————E
2 eT
CURSOR. The small square that indicates the next screen
position in which a character will appear when typed.
DATA. Another word ‘or information.
DIMENSION. The number of individual values (elements) in
an array,
EXECUTE. To carry out, as to “execute a command”,
FUNCTION. A way of representing a number value that has
Q special significance In regard to an object or ancther
value. A special kind of variable,
HARDWARE. “he actual mechanical, magnetic and elec-
tronic structure of a computer and its peripherals.
HOME POSITION. The upper left corner of the screen.
INCREMENT. (noun) The amount by which a value increases
(verb) To increase in value.
INTEGER. A whole number.
KEYWORD. A BASIC word that has a special meaning when
used in a command or statement. The “building blocks” of
a program,
LOOP. A repeating group of statemen’s.
MONITOR COMMAND. 1 general, a cemmand that tells the
computer to do scmething with a program that has been
written or loaded into memory.
MOVING OBJECT. Any of the objects which appear in a
game stored on an Intellivision® game cartridge; i.e.,
baseball players, robots, aliens, submarines, etc.
OUTPUT, Data that the computer gives you in any form
(displayed on a TV screen, printed on paper or stored on
cassette tape).
PERIPHERAL, A hardware device that connects to your com-
puter to extend its capabilities.
PROGRAM. A list of numbered instructions (slatements) that
are stored until a RUN command is given, then executed In
order,
RAM (Random Access Memory). The “working memory” In
which data is temporarily stored, Data in RAM can be
edited, Data is erased when power to the computer is
turned off.
ROM (Read Only Memory). Memory in which data is perma-
nently stored. Data in ROM cannot be edited. Data is not
erased when power to the computer is turned off,
ROUTINE. A “mini-program” written in assembly language
and stored in ROM, which can be accessed by a BASIC
a
ww
a a a a
em te” ew Me ek ce ee” ee, | ee Gee ee i.
command or statement. Routines allow you to co things
which are not possible using the BASIC language alone.
SCIENTIFIC NOTATION. A method of expressing very lorge or
very small numbers.
SOFTWARE. The externally stored programs with which a
computer works,
STATEMENT. A numbered instruction in a program.
STRING. A group of characrers enclosed in quotation marks.
TRUNCATE. To shorten a number or string by dropping digits
or characters, starting from the right.
VARIABLE. A value that con change.
@ Clean the outer surface of your module with a clean
cloth, either dry, dust-sensitive or only slightly dampened in
mild, soapy water,
@ NEVER use solvents or harsh detergents of any kind to
clean the surface of the Computer Mocue. NEVER spray
ANY kind of liquid on or near the Compuier Module,
@ Be paricularly careful of moisture near the keyboard,
Clean the keys with a DRY cloth or DRY scft brush ONLY,
@ Never open the chassis of your Comptter Adaptor or
Computer Keyboard, For service information, call one of
these numbers:
SERVICE/INFORMATION NUMBERS
Eastern U.S 1-800-257-6185
New Jersey residents, call direct or collect: 1-609-655-3533
Western U.S. 1-800-421-2826
California, Alaska & Hawali residents, call direct or collect:
1-213-978-€850
COMPUTER ADAPTER
Mattel Electronics warrants fo the original consumer pur-
chaser of its Intellivision® COMPUTER ADAPTER while in the
United States that the product will be free of defects In
material or workmanship for 90 days from the date of pur-
chase under normal in-house use,
During the warranty period Mattel Electronics will at its op-
tion, repair or replace the product without charge for parts
or labor, when returned postage prepaid and insured to a
Mattel Electronics authorized service center with proof of
date of purchase. Mattel Electronics reserves the right to
utilize reconditioned parts in repairing the product or to
utilize reconditioned units in replacing the product.
This warranty excludes incidental or consequential
damages resulting from the product or use of the product
(some states do not allow the exclusion of incidental or
consequential damages, so the foregoing exclusion may
not apply to you).
Please read the Owner's Manual carefully before using the
product. In the unlikely event you do experience difficulty,
please call one of the Mattel Electronics Service/Information
numbers shown below.
Units returned without proof of the date of purchase or units
returned after the 90 day warranty period has expired, will
be repaired or replaced (at our option) for a service
charge. Call one of the following telephone numbers to ob-
tain the location of the nearest service center and the
amount of the repair charge.
In the EASTERN UNITED STATES (800) 257-5185;
NEW JERSEY RESIDENTS MUST CALL (609) 655-3533
direct or collect;
in the WESTERN UNITED STATES (800) 421-2826;
ALASKA, CALIFORNIA, or HAWAII RESIDENTS MUST CALL
(243) 978-6850 direct or collect.
ATTENTION MILITARY PERSONNEL, if your Intellivision®
COMPUTER ADAPTER requires service while on duty in a
foreign country, you should contact the military exchange
serving your area,
IF YOU NEED SERVICE, CALL ONE OF THE SERVICE/INFORMA-
TION NUMBERS ABOVE.
a
This warranty does not apply if the product has been
altered or repaired by anyone other than a Mattel Elec-
tronics authorized service center ot if the product has been
subjected to purchaser abuse, accident, negligence, or
damage subsequent to purchase. This warranty gives you
specific rights and you may also have other tights which
vary from state to state.
You may write us, but DO NOT SEND PRODUCT FOR REPAIR,
at the following address:
Mattel Electronics, 5000 West 147th Street,
Hawthorne, California 90250
WARRANTY
COMPUTER KEYBOARD
Matte! Electronics warrants to the original consumer pur-
Chaser of its Intellivision® COMPUTER KEYBOARD while in the
United States that the product will be free of defects in
material or workmanship for 90 days from the date of eur-
chase under normal in-house use,
During the warranty period Mattel Electronics will at its op-
tion, repair or replace the product without charge for parts
or labor, when returned postage prepaia and insured to a
Mattel Electronics authorized service center with proof of
date of purchase, Mattel Electronics reserves the tight to |
utilize reconditioned parts in repair Ng the product or to |
utilize reconditioned units in teplacing the product. |
This warranty excludes incidental or consequential
damages resulting from the product or use of the product
(some states do not allow the exclusion of incidental or
consequential damages, so the foregoing exclusion may
not apply to you).
Please read the Owner’s Manual carefully before using the
Product. In the unlikely event you do experience difficulty,
please call one of the Mattel Electronics Service/information
numbers shown below.
Units returned without proof of the date of purchase or units
returned after the 90 day warranty perlod has expired, will
be repaired or replaced (at our op*ion) for a service
charge, Call one of the following telephone numbers to ob-
tain the location of the nearest service center and the
amount of the repair charge.
In the EASTERN UNITED STATES (800) 257-5485;
NEW JERSEY RESIDENTS MUST CALL (609) 655-3533
direct or collect;
in the WESTERN UNITED STATES (800) 424-2826;
ALASKA, CALIFORNIA, or HAWAII RESIDENTS MUST CALL
(243) 978-6850 direct or collect.
ATTENTION MILITARY PERSONNEL, if your Intellivision®
COMPUTER KEYBOARD requires service while on duty in a
forelgn country, you should contact the military exchange
serving your area,
IF YOU NEED SERVICE, CALL ONE OF THE SERVICE/INFORMA-
TION NUMBERS ABOVE.
This warranty does not apply if the product has been
atered or repaired by anyone other than a Mattel Elec-
tronics authorized service center or if the product has been
subjected to purchaser abuse, accident, negligence, or
damage subsequent to purchase. This warranty gives you
specific rignts and you may also have other rights which
vary from state to srate,
You may write us, but DO NOT SEND PRODUCT FOR REPAIR,
at the following address;
Mattel Electronics, 5000 West 147th Street,
Haw*horne, California 90250
eee ee eee eee
IMPORTANT
WARNING: This equipment has been certified io comply with the limits for
a Class B computing device, pursuant to Subpart J of Part 15 of FCC
Rules, Orly peripherals (computer inout/output devices, terminals, print-
ers, etc.) certified to comply with the Class B limits may be cttached to
this computer. Operation witn non-certified peripherals is likely to result in
interference to radio and TV reception.
This equipment generates and uses radio freauency energy and if not n-
stalled and used propery, that is, in strict accordance with the manu-
facturer’s Instructions, may cause interference to radio and television
reception, it has been tyoe tested and found to comply with the limits for
a Class B computing device in accerdance with the specifications In
Subpart J of Part 15 of FCC Rules, which are designed to provide
reasonable protection against such interference in a residential installo-
tion. However, there is no guarantee that interference will not occur in a
particular installation. If this equipment doss cause Interference to radio
oF television reception, which can be determined by turning the equio-
ment off and on, the user Is encouraged to “ty to correct the interference
bby one or more of the folowing measures:
Reorient the receiving antenna.
Relocate the computer with respect to the receiver,
Move the computer away from the receiver.
Plug the computer into a different outlet so that comouter and
recelver are on different branch circuits
If necessary, the user should consult the dealer or an exoerianced radio/
television technician for additional suggestions, The user may find the
following booklet prepared by the Federal Communications Commission
helpful;
“How to Identify and Resolve Radio-TV Interference Problens”’.
This booklet is available from the U.S. Government Printing Office,
Washington, DC 20402, Stock No. 004-000-00345-4,
Before you meet your new computer, please note this
necessary disclaimer
Mattel Electronics does not assume any liability or responsi-
bility for loss or camage, direct or indirect, caused by any
software programs (whether sold by Mattel Electronics or
otherwise) or the use made of any such programs by the
consumer.
NOTICE — PROJECTION TV OWNERS
Some stationary game patterns produced by this product
may be permanently imprinted on Projection TV tubes by
extended use at high brightness levels. Consult Projection
TV Owner's manual before use of this product,
Model No.
Serial No.
or, ws
nanrap
cn
MATTEL ELECTRONICS
er ee el ee
®@ Cartridge requirements for use of your Comouter Module.
ATTENTION !
The following pages contain important information for vou, regarding:
® Errors in your Computer Module Owner's Manual.
® Cassette recorder recommendations.
Errata
The following errors escaped our proofreaders and are hiding out in the pages of your Owner’s Manual. The notes below
will help you ferret out these pesky critters end ‘‘debug’” your manual.
To guide you to their location, each error is referenced by page number and column.
Page
1
20
21
4
Column
Left-Top
Left- Bottom
Left-Center
Left-Bottom
Error
Step 4 instructs you to stop the
program by pressing the ESC
key. To stop the SOUND, type
CALL HUSH and press RTN
The arrow pointing to the
Space Bar refers to copy which
states that a blank space
typed with the space bar uses
memory. This is not true
Again, the book states that a
blank space typed with the
space bar uses memory. Not so
The second program line reads
SP(O) = 20. It should read
$Q(0) = 20.
Page
49
54
56
Column
Right-Center
Left-Bottom
Left-Bottom &
Right-Top
Left- Center
Error
The book states that the
maximum number of elements
in an array is 250, numbered
from 1 to 250. The correct
maximum number is 251,
numbered from 0 to 250.
The last line reads: 10 INPUT
“ENTER NUMBER”, A. It
should read: 10 INPU
“ENTER NUMBER”, A.
The command CSAV is miss-
pelled CSAVE twice on this
page.
The first program line reads:
YP(O) = 10. It should read:
XP(O) = 10.
Page
71
72
73
Column
Right-Bottom
Right- Top
Right- Bottom
Left-Top
Error
After typing in the sample pro-
gram given, type CALL GRAB
and press RTN to display @
moving object. Then RUN the
sample program, using the Disc
on a Hand Controller to move
the object.
Change the example program
to read: :
10 0 = O (Letter 0 = zero)
20 CALL GRAB (Displays
object zero}
30 0 = 1 (Letter O = one)
40 CALL GRAB (Displays
object 1)
50 CALL LINK (Links objects
Zero and 1)
60 XV(1) = 10
70YV(1)=5
80 XV(0) = 10
We forgot to mention the
procedure for UNlinking two
objects. Set 0 = -1. Then type
CALL LINK again.
Line 10 in the example pr
o-
gram should read: 10 C = 2
Page
73
75
77
84
Column
Right-Top
Right- Top
Left-Center
Left-Top
Error
Add a line to the beginning of
the sample program. This line
should read: 5 V = 12 (This
sets the volume of the tone to
be generated.)
The example: AS = ‘Hello’
should read: SET A$ =
“HELLO”.
Again, the maximum number
of elements in an array is 251,
numbered from 0 to 250,
In the second paragraph, we
state that “most of the com-
puter’s internal operating in-
structions are stored in ROM,
as well as the built-in BASIC
and the “‘interpreter’’ that
translates BASIC into the
assembly language that the
computer understands.’”
A more accurate statement
would be that the computer's
internal operating instructions,
including the build-in BASIC.
interpreter, are stored in ROM.
Page Column Error
85 __Left- Center Atterrpts to divide by zero
are not really refused, but
rather NOTED with a short
whistle.
Left-Bottom The last paragraph is in-
correct. Ignore it.
Right-Center The example reads: SET A$ =
“Hello’’. It should read: SET
A$ = “HELLO”.
87 Right-Center — The dafinition of ASSEMBLY
LANGUAGE is not accurate
nor relevant to this system.
Consider instead the following
definition of MACHINE
LANGUAGE: A binary lan-
guage (1's and 0's) which is
the only language a digital
computer recognizes.
Special Notes
USE A CARTRIDGE WITH THE COMPUTER
MODULE. In order to use the Computer Module, a
cartridge must be plugged into the Adaptor’s cartridge
port. If you only wish to use the built-in BASIC for
programming, plug in any standard cartridge. A stan-
dard cartridge has a title screan that looks like this:
Mattel Electronics
presents
TITLE
Copr 19xx Mattel
If a cartridge isn’t plugged in, nothing will appear on the
TV screen.
CASSETTE RECORDER SPECIFICATIONS. There are
many acceptable recorders in the marketplace today.
Your Computer Adaptor requires the following elec-
trical specifications from a data or video-recorder:
1) Minimum frequency response of 500 Hz to 5000 Hz
+/- 3db.
2) Mnimum acceptable output level of 3 volts peak
to peak at 2400 Hz and 4800 Hz into a 100 OHM
load.
3) 1-7/8 inch per second speed, +/- 3%,
Recommended Recorders:
Aquarius Data Recorder
Toshiba KT -P22
Toshiba KT 1500
Realistic CTR-57
Realistic CTR-60
Realistic Minisette 9-Model 14-812
Sears 799-217-21801
Radio Shack TRS 80-26-1208
Radio Shack TRS 80 CTR 56 (Note: This recorder has
no counter.)
GE 3-5009
No. 4187-0170 PRINTED IN HONG KONG